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I need to revise the Work mechanics if you're going to spend them all doing Research, which are one of the purposes of low-effort actions. A big reason behind why I went through with the mechanics change is because it was just too much for me to do. I want to be able to spend my time focusing on the actual content of an update rather than thinking and stressing about Research or crafting or what have you.
Essentially, I want to be able to make all of an update enjoyable to read, which is simply impossible (for me, at least) if there's too many disparate things going on
Fair enough. Removing them as an option for Work is fine going forward (I think Work doesn't need changes beyond that). You, uh, actually already wrote up that specific list of Research options already other than Sword Stepping (found here), which is why they were reprised. I guess we can call them a freebie or something and use actual actions for Research in the future? Or just leave them costing Work this turn but remove that as an option going forward?
Like, I can remove them from the plan, but you already gave us that info so...
That said, there are some things that currently fall under Research that seem like they would not ever be worth an action and should maybe be Work. Specifically, checking if Alloys work and examining the one-off magic items that we've acquired from our Wizard-Owl. I dunno what we'd call those, but while things like learning languages and making armor and doing whole Soulscape things are totally worth actions "Do X and Y make an Alloy?" or similar things that should take maybe 5 minutes to check and maybe a sentence or two to write costing a full action seems...excessive. Maybe have those cost Work but be limited to 1 per turn?
Adding an option something like the following to Work (replacing Research) seems reasonable:
-Proof of Concept (Make a quick check of how two magical things interact, most obviously this allows checking if an Alloy works, though it'd also allow checking unknown magic items and how they work and similar things. Can only be done once per turn).
Would that work? Because given our other stuff I dunno if we're ever gonna get through our Items still in need of Research or make new Alloys if we can't do this or something like it. Something for gathering basic info on people would also be nice (a use of Work to gossip!) but I can see that being a lot more of an issue to write.
-Seidr and Other Magic (Do something like collect an Experience or perform a single divination or fertility blessing. Each costs 9 Work)
Oh, and looking back over Work, this is too expensive. Most Seeresses would be literally incapable of paying this at all given the amount of Work most people get (unless they all have, like, Labor 7 and a Trick or shapeshifting to help, which seems off thematically). It being 3 Work still means that most people can only manage one or two seidr-related things a turn (and even Halla abusing shapeshifting and Infusion would be limited to, like, 4-6 at most). If 3 is too low, 6 would also work (capping most seeresses at 1 and Halla at maybe 2-3), but 9 is just too high to be workable in-universe, IMO.
I also still had these questions, @Imperial Fister:
1. Do we still get a free Yule Divination, and if not would we be able to do it with Work or what?
2. How should we assign Focus actions: The thing it's most important to get done, even if we think it'll be real short, or the thing we think should get the most word count? Is the Focus an in-character thing or us the readers making a decision about what we're interested in reading?
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